Wow, time flies. And to think, I planned to give a brief teaser of what games I was working on for November 1… even now, I’m not at where I wanted to be with that. I guess I have a fair excuse: research projects and marking lower classes as a University student has kept me busy, and I may be the new programmer for another indie developer’s game due early in 2015 (more on that later). But darn, I really hope I can get back into my own projects soon. Expect fewer and fewer blog posts until I have more progress.
Author Archives: A.H.
What Have I Been Working On?
I promised some weeks ago that I would get around to mentioning exactly what I’m working on at the moment. “Drew and the Floating Labyrinth” has been released about two months ago, and since then I’ve been hard at work at other exciting projects. And school… mostly school.
The result is that I don’t really have anything concrete to show. Sadly. I’m disappointed in myself. But anyway, I’ll stop your curiosity and mention stuff here:
The Big Book of Ideas
There’s one thing that concerns me with a lot of indie developers, filmmakers, inventors and artists, especially when they first start out. They have a great idea, a REALLY great idea, and know that once they make it real, they will be rich and famous.
I certainly didn’t have such high expectations for my first indie game, which was good. I expect many people, if they ever do finish out their ideas, reach a similar state. Even for the really good ideas, many of them never see the success they deserve.
So what do you do? Simple: never rely on a single idea, and go back to the book.
Unity 3D Shaders for Two Transparent Textures
I like programming. C++ and C# make sense to me. Graphics and shaders, less so. I understand them, I just don’t have much experience with the syntax used in Unity 3D’s shader system.
And so, I was annoyed when I wanted to have a shader that faded between two transparent textures. I assumed that this might be a good way to smooth out 2d animations. But while I could find shaders that would fade between two normal textures, I couldn’t find ANYTHING that supported alpha transparency in those textures.
Anyway, after much experimentation, I made up the shaders myself. They work quite well, too. Sadly, they don’t work well for what I need: the first shader is based on Unity’s transparency shaders, which work great by allowing semi-transparent colors, but this causes errors with rendering order and isn’t good for more complex scenes with a lot of transparent textures. I typically stay away from that and use cutout transparency shaders, which don’t allow semi-transparency, but don’t have the errors I mention. From an animation perspective, the first (transparent) shader looks better, but the second (transparent cutout) is necessary for actual use but doesn’t look as good. I provide both here, hoping it helps some of you out. Maybe I can use it elsewhere…
Happy Canadian Thanksgiving!
Happy Canadian Thanksgiving, everybody! Don’t ask me why Canadian Thanksgiving and American Thanksgiving are on different days…
And I should have mentioned this sooner, but my sites have a few small upgrades. You’ll notice a different background here, and you’ll notice the site for “Drew and the Floating Labyrinth” has changed dramatically to look much better. It’s a shame I did that weeks AFTER releasing the game, months AFTER trying to promote the game. But perhaps this’ll help me make sure any future sites for future games look better from the get-go.
